The biggest difference that I've observed over the years is the decline in the number of organized groups, and even pugs groups that would have been more likely to defend in the past.
SizanLopkniht wrote: »I vehemently disagree. Most people aren't AP farming bombers. Most people have more fun playing in larger organized groups and achieving map objectives and points for their faction.
Hate to break it to you but night/early morning PvDoor capping has been the way alliances win campaigns for the past 6-7 years.
Cuddlypuff wrote: »Here's a simple experiment next time you go into Cyrodiil. Count how many of the total keep fights are actually defended (obviously a reasonable effort and not just 1 oiler, bomber or roof pugs that somehow managed to afk there and wake up in time).
Hate to break it to you but night/early morning PvDoor capping has been the way alliances win campaigns for the past 6-7 years.
Cuddlypuff wrote: »Here's a simple experiment next time you go into Cyrodiil. Count how many of the total keep fights are actually defended (obviously a reasonable effort and not just 1 oiler, bomber or roof pugs that somehow managed to afk there and wake up in time).
i love this part of the post...many times i'm that one oiler...usually not too hard to figure out which keep/outpost/objective will be attacked next...
i totally agree with this part of your post:
Allow porting into a keep until flags start turning. The map is too big and the PvDoor is too fast for the current keep lighting / teleport blocking mechanics. Defense is objectively more fun than sieging in Cyrodiil and every keep deserves a chance to be defended.
Cuddlypuff wrote: »The biggest difference that I've observed over the years is the decline in the number of organized groups, and even pugs groups that would have been more likely to defend in the past.
The point that I am making is that it is simply physically impossible to make it to the objective before it flips. It's no surprise that many don't even bother anymore.
The only thing better than a D Tick is a Re Tick.
Cuddlypuff wrote: »Ever since plaguebreak bombing ended the tank meta, most groups have now adapted to speed PvDoor to prevent any chance of opponents making it to the objective in time to defend. Outposts are flipping within 30 seconds of lighting, and keeps flip within 80 seconds of lighting. From the moment you notice a keep lighting up, it is already literally impossible to port to the nearest waypoint and ride a max speed mount to the keep/outpost before it has flipped. You'd be lucky to even make it to the front door, let alone get in before it is repaired.
Organized PvDoor is now the optimal way to play for campaign score yet it's whole premise actively seeks to avoid PVP at all costs. These groups are also content to crouch for long periods waiting for a distraction before putting up 20 siege, preventing even the most fervent scouting efforts. Since there is no PVP counterplay, the only alternative is doing the same thing, thus culminating in the truly tragic phenomenon of PvDoor Trading.
Here's a simple experiment next time you go into Cyrodiil. Count how many of the total keep fights are actually defended (obviously a reasonable effort and not just 1 oiler, bomber or roof pugs that somehow managed to afk there and wake up in time). I would be shocked if less than 9 in 10 keep fights are completely undefended. Is it really intended for less than 10% of the objectives to actually be defended in a game mode focused on PVP and fighting over objectives?
This is the #1 reason why Cyrodiil is so terrible this patch. Say all you want about Oakensoul, Bowsorcs, Dcon, Plaguebreak, 1 Shot Gankers etc - at least all of those still involve PVP. I'd take all sorts of broken builds, skills and cheese over the complete avoidance of PVP.
The fix is simple. Allow porting into a keep until flags start turning. The map is too big and the PvDoor is too fast for the current keep lighting / teleport blocking mechanics. Defense is objectively more fun than sieging in Cyrodiil and every keep deserves a chance to be defended.
Cuddlypuff wrote: »...Since there is no PVP counterplay....
Comrade_Ogilvy wrote: »er...don't you use scouts inside keeps?
Once one group cannot be stopped there is nothing to stop them from flipping all them map, keep by keep.
I'm afraid the fast travel won't help.
VaranisArano wrote: »If you or your faction aren't paying attention or watching the keeps that are likely to be hit by raids, then you're always going to be on the back foot when it comes to defense.
Dagoth_Rac wrote: »The majority of players are only on for an hour or so and not on every day. If defense is too strong and taking objectives too hard, those players will just see a static map where it is difficult to make an impact and they will shrug and leave.
Oreyn_Bearclaw wrote: »Hate to break it to you but night/early morning PvDoor capping has been the way alliances win campaigns for the past 6-7 years.
Yeah, this is simply not a new phenomenon. If you 20/20 a keep that is undefended, you are going to take it quickly, which has been true forever. Only way you stop that would be to lower siege limit or increase wall health, both of which would simply frustrate less organized groups.
End of the day, its a static map with more keeps than can possibly be defended at one time. That is the point, its designed so that keeps are constantly flipping. Always makes me chuckle when Zone Chat Generals rage about taking one keep and losing another. Its the whole flipping (pun intended) point, lol.Cuddlypuff wrote: »Here's a simple experiment next time you go into Cyrodiil. Count how many of the total keep fights are actually defended (obviously a reasonable effort and not just 1 oiler, bomber or roof pugs that somehow managed to afk there and wake up in time).
i love this part of the post...many times i'm that one oiler...usually not too hard to figure out which keep/outpost/objective will be attacked next...
i totally agree with this part of your post:
Allow porting into a keep until flags start turning. The map is too big and the PvDoor is too fast for the current keep lighting / teleport blocking mechanics. Defense is objectively more fun than sieging in Cyrodiil and every keep deserves a chance to be defended.
I think that would be over the top. I think a better solution might be sort of a stoplight approach. Maybe keeps actually flag at say 75% and turn Red (no more porting) 25%. It would not be okay for you to have a group about to stand on the flags and a zerg ball ports into the keep.
Cuddlypuff wrote: »